#ue4-general

1 messages Β· Page 874 of 1

ocean grove
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So I made a simple sliding door in VR mode following a youtube tutorial, I've gotten the door to slide open but can't seem to have it slide shut. In the collision box area I have a textured cube to indicate the hit zone but nothing else. The only difference between my nodes and the youtube nodes is I don't have a cast to character set up in my nodes I'm still trying to figure out what my player pawn is I'm watching the live stream that @light thunder sent about casting but it hasn't come up just yet.

light thunder
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get player controller or get player pawn

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the node 'get player pawn' will get it, unless you have multiplayer then you need to tell it which one

devout atlas
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In the recent stream, Unreal said that the Alembic Streaming option is in the preview build. Did anyone try it out and know how to make it work?

light thunder
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How do I bake out materials in a mesh to merge them down to a single material???

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Is migration the wrong one? why is it not taking the materials that go with this static mesh?

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it's a material instance problem

fluid lance
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if u want an atlas from the mats, check the merge materials, if not, just merge equivalent

ocean grove
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@light thunder Door opens and closes now! Although if I stay too long it kicks out a runtime error : "Accessed None trying to read property Instigator" and then my VR pawn collapses to the ground like they were shot. Pretty funny way to error out tbh!

median hound
zinc shore
plush yew
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how does unreal handle things that arent on the screen?

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like models and textures

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they still take up a lot of power?

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do they unload?

green venture
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Hello! I have an issue, when I do right click > launch game on my project it starts an old version of the game for some reason ? Any idea ?

plush yew
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thanks πŸ˜„

rich furnace
frozen pond
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any easy way to change enum value ? i was thinking about clamping like number but i dont see that option in nodes

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by change i mean enum+1 or enum-1

plush yew
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any threads where ppl post pc specs and lighting time compile benchmarks or something?

robust spoke
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Hiho someone here who knows to animate a bird??

deep viper
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How do I stop UE4 from compiling my 4 shaders? (I only have a movable light source atm, as far as I know those do not cmpile any shaders)

median hound
thin tendon
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I need help. I upgraded to 4.25 and dynamic shadows aren't working properly. As the day in game progresses. I have these soft dynamic shadows which move with the sun. As well as some harsh dark shadows that stay in place for the whole day/night cycle. And it makes no sense because I have static shadows disabled.

dire ingot
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guys what is the interval for 60fps? of the tick event default class

ornate forge
dire ingot
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nice

wanton lotus
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@median hound There is a note in the documents for AI Perception that reads: "This property can be used to set up Sight perception for teams. Currently, Affiliation can only be defined in C++. For Blueprints, you can use the Detect Neutrals option to detect all Actors, then use Tags to filter out Actor types." Not sure if it is still relevant for latest version.

ornate forge
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FYI, Affiliation doesn't seem to work with AI Hearing at all, everyone is detected as Friendlies

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I ended up setting all Detection by Affiliation flags to true and checking teams manually

median hound
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my ai just chase eachother

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by wandering literally no things to tell it to chase eachother but they do if they just wander if detected neutral is on

rotund scroll
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now you just need to throw in an AI player and the game can play itself

median hound
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im gonna rebuild the ai and use tags maybe i missed something

rotund scroll
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are you using behavior trees?

median hound
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i put the enemy tag for my main plr and tagged him Enemy so it should set it then i can use that bool

rotund scroll
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I don't know what you're trying to do but that setup seems entirely unnecessary

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lmao

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but genuinely, that setup does absolutely nothing for you

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and you're doing it on tick

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for whatever reason

median hound
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im just trying to make my ai come after me and stop fucking eachother

rotund scroll
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might be a good call

median hound
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they keep going the same pathway when i check neutral

rotund scroll
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in any case delete the above

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it's of no use to you

median hound
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oh i see the problem

wintry silo
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I need some help, got a none access error on a dialog widget. Dialog won't work for Commander pawn, but works for all other pawns.

rotund scroll
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accessed none means it hasn't spawned or isn't set

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debug it

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with breakpoints

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you'll find your error

wintry silo
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The Dwig Reference is giving the error.

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I don't have breakpoints.

rotund scroll
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that's not true

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everyone has breakpoints

wintry silo
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i had to try to use print string.

rotund scroll
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they're a part of the editor suite

wintry silo
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i didn't install debug because it was 10 gigs.

rotund scroll
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no that's for code lol

wintry silo
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ok

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here's the error

rotund scroll
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and even then debug in code is still possible, you just can't debug certain engine elements

wintry silo
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ok

rotund scroll
wintry silo
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i'm not sure where to set the dwig reference in the dialog master BP if that is where the error is orginating from.

rotund scroll
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watch that video then attempt the same

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it allows you to follow your execution thread node by node

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until you find your error

wintry silo
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i need to know where to set the dwig reference in the blue print. I'v tried to set it from construction script, no go, tried event begin play, stillno go. So wheredo you have to set the reference ? The Commander is the child of Thi9rd Person Character BP. The restof the party pawns are children of the commander, so the children are reading the Dwig ref but not the commander, that's why I'm puzzled.

rotund scroll
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I honestly don't know what you're even trying to do

wintry silo
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Why is my commander blocking the reference but not the child pawns.

rotund scroll
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as in, like how all of your classes work together

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chances are the reason it doesn't say anything for the children is because the widget never gets called

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accessed none only happens when an execution is attempting to access it

wintry silo
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thisis not an easy to solve if I don'tknow wherein the code the problem is or where in the code to put it to fix it.

median hound
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are ai able to see you through walls

rotund scroll
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that's why I said debug it with breakpoints

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you'll find your error

plush yew
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how do i turn on complex collisions for imported fbx files

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?

wintry silo
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I don't know if I put it in initalize part of the code or where.

rotund scroll
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did you watch the video?

wintry silo
rotund scroll
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so what happens

wintry silo
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i'm gonna see hold on

median hound
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i fixed my problem cranz

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i didnt cast to my character so my ai were just sensing themselves

rotund scroll
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cool

plush yew
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how do i turn on complex collisions?

wintry silo
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Print string shows Dialog is valid, but widget don't show up, same error same place. Soon as I stop pie and exit game.

rotund scroll
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if you're not using breakpoints I can't help you

wintry silo
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so the dialog widget won't show when in commander's pawn.

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now if I switch pawns, dialog widget will show up.

dreamy lake
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@plush yew open the mesh, then in the details panel you’ll find an option to switch it to complex

plush yew
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ohh the freaking editor

wintry silo
plush yew
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why is the details panel and the editor slightly diffrent but mostly the same its so annoying

dreamy lake
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@wintry silo you are setting the variable value of Dwig to the same value.. so if you arent setting that on the details panel, then it’ll return null... And if you ARE setting it in the details panel before hand, then you dont have to set it again on begin play. Either way, chances are that you are setting the variable to nothing.

wintry silo
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And this is what I get when using the commander's pawn. I get the print string but not the widget showing.
and then the Reference Error pops up of the widget when I exit game.

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what do you mean, you can't set a widget ref from the details panel. There's nothing showing up in the details panel for Dwig

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And this is the dialog trigger area

dreamy lake
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Thats not what im saying.. In begin play, you set the Dwig variables value to its own value.. So you end up setting it to nothing if it didnt have a value to begin with.

wintry silo
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What's the correct way to set it if its been set wrong.

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i thought you just put the set node in and then just plug in the widget's variable. Since you can't set it from the details panel.

dreamy lake
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If you want to create a widget on begin play then you need to use Create Widget.. or construct widget (cant remember the name right now) and then add to viewport.. - Taking the default varaible and just setting it to its own value will do nothing for you

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You will need to use a class type variable rather than object, with the class you can set it in the details panel.. you then create the widget on begin play

wintry silo
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the widget is not being set from bp Master Dialog. But its being set from Ch_Human.

dreamy lake
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Ah sorry, I didnt see the class you were using.. anyway

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If you need to set that variable.. then delete it from begin play, instead, expose it on spawn

wintry silo
dreamy lake
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Wait so

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aaah

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Yeah so

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you want to set the variable to have a reference to itself

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If you want to reference the widget itself from within the widget, then just use the β€œself” node

wintry silo
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I was trying to get the widget to work for all the rest of the pawns, not just the commander only, well I got that working for the other pawns except it stopped working for the commander.

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it was working before for the commander and then it suddenly stopped working for him. when i had an editor crash. As there is a memory degradation problem with the pie editor when I run the game in idle mode for a while and just leave it there it starts slowing down over time.

thin tendon
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Since upgrading to 4.25 I get these weird shadows that stay in place. But I have all static shadows turned off and if I disable the directional light and skylight they are still there.

wintry silo
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When I left pie overnight running the editor, the next morning I found the editor all frozen and had crashed. So pie is slowing down over time when not doing anything in the engine.

dire ingot
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help me guys!, i have made a turret rotation functions, and the problem is, it move in reverse to my player postion!

wintry silo
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some kind of memory leak.

dire ingot
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what do i do now? can i share my bp so u see it?

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or send a vid?

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any help will be much appreciated

wintry silo
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well its working is moving around, just need to reverse the values by the looks of it

tropic plinth
dire ingot
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@wintry silo which values?

rancid lynx
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GENERATE overlap events is an option on TERRAIN. its off by default. this seems like a potentially terrible performance hit. but i have no idea how free generate hits are for the CPU.

wintry silo
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his turret values his turret repulses in the other direction instead of homing in on his position.

sturdy trench
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Anyone knows will the new water system compatible with procedural made worlds?

dire ingot
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@wintry silo ok, i solved it

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thanks man

wintry silo
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I am using 4.5 not 4.6

rancid lynx
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i really doubt it will be 3days. if you see how it works in the editor, it uses tons of detail options and spline options.

dire ingot
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but why they were reversed? i mean why they worked in this reversed state when they should be work fine in the previous state?

rancid lynx
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but ive no idea at all, its possible that it may.

dire ingot
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i dont get it

wintry silo
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Splines for the water system or landscape.

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try find look at rotation node for the turret that should make it turn the turret towards you

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or do I have to set the Dwig Widget Reference in Third Person Character BP since that's the master parent BP of all the pawns in the game.

dire ingot
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it was solved thanks tozan35

wintry silo
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ok

dire ingot
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but i have afast question i cant find an answer on it

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so there is a turret bp class

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in the class defaults

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there is a tick interval

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it is 0.0 right now

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that mean its 60fps?

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and if i increase it, it will be less

wintry silo
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for my dialog system I use a timer

dire ingot
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what do u mean?

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so that is not 60fps?

wintry silo
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Ticks can costly on performance. I still have Layley's level XP component system running off the tick for the time being.

dire ingot
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why on erarth all tuts on youtube and google have their bp class with ticks?

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i know it is costly on performance but i don't know what to use beside it, since all those idiots on YouTube share the same thing

wintry silo
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But its not really recommended to rely on tick when you have a party group RPG game. Ticks just get things running, but ultimately you need to use timers instead of ticks.

dire ingot
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i dont know how to use timers instead of ticks, my game is not rgb

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it will be a tower defense game

light thunder
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uh, why did this import so many materials? how can I combine them when I import the fbx

dire ingot
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should i seek something else beside tick for it?

wintry silo
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yes the tutorial guys rely on the ticks because its easier, or its just a bad habit. .

light thunder
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look up Set Event by Timer @dire ingot

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look at that on youtube

dire ingot
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okay! thanks

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@wintry silo i think it is bad habit

wintry silo
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yes you can set up your code on a custom event to a timer.

light thunder
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if you want to do it cheaply, you can tick to a variable off "seconds" and you tick that with a delay every second

dire ingot
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@wintry silo and may u answer my first question if u dont mind πŸ˜›

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@light thunder that a good idea

wintry silo
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what is the question, i don't know everything on this engine.

dire ingot
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sorry it is ok

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we all learn

wintry silo
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ok

dire ingot
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the question is the tick interval

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it is 0 right now

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does that mean the turret rotate at 60fps?

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when i increase the number the turret become laggy and chooby

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so that mean it is the frame rates right ?

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then why there is 2 frame rates options? interval tick and smooh frames, im lost in this

wintry silo
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i haven't looked yet into that. Tick consuming frame rate setting? I know about global time dilation which is similar.

dire ingot
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so now there is 3 options for fps?

wintry silo
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so what if you put in a negative number

dire ingot
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i cant see the diffrence

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but when i increase it, it become chooby

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but still move in time

wintry silo
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but global time dilation is used to slow time down for a few seconds before resuming normal speed again. like the final blow of an enemy.

dire ingot
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awesome

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ok then i have to keep it 0 then

wintry silo
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is the turret animated with a montage, if it is, you can also change animation play speed.

dire ingot
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nah it is a static obj

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i change its rotation

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using a bp functions

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to follow the player

wintry silo
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ok

dire ingot
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ok

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thanks

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i will go and contuine making my game

wintry silo
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ok

dire ingot
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ok

wintry silo
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hmm so i have dwig set here, wait is this the right spot to set it after create widget?

cyan cargo
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Having an odd problem: I can lo longer launch to iOS even though I had the option before :/
It's greyed out. All my provisions and certificates are valid, I have the non-windows store version of itunes installed, I've correctly setup my mac to remotely connect to, but still no luck -_-

dire ingot
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install the addon again

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reinstall it, that might help idk

wintry silo
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there's always little quirks going on with engine.

dire ingot
cyan cargo
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which add on? ios? I've disabled and renabled spported platforms

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still no luck

dire ingot
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@cyan cargo a problem happen to me today too, the sockets has a false axis so i had to restart my computer and it was solved

cyan cargo
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I've restarted a few times, but I'll try again in a bit

dire ingot
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hmmm

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im a windows user so i dont know much about mac os

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mac is a bad os

cyan cargo
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I'm on windows trying to build on my mac that I have

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doing the remote launch

dire ingot
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hmmm

wintry silo
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unreal engine is not a normal windows program that does things like paint programs where you just pick things up and start painting.. there might be something you have to set up first in the engine to get the paint system to work, like with landscape painting, you can't paint until you set up the landscape layers in the material editor and then assign the layers. .

dire ingot
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ok let me check

cyan cargo
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I'll do a restart and see if I have any luck, on both my mac and windows pc

dire ingot
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so first i set to landcapse mode?

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gl

cyan cargo
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thx for the input

wintry silo
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I only know about Landcape painting, not mesh vertex painting. but it might be similar. There should be a docu online about it

dire ingot
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i cant get it to paint

wintry silo
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right so where do I set this dwig reference so I can access the widget with my commander pawn.

plush yew
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is there a way to change day and night cycle just by using a light source? ive never made a day and night cycle before just wondering if there is a simple way of doing it and also how

wintry silo
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I think it is done by rotating the directional light source object and the sun, there was a tutorial on day night cycles on the internet.

plush yew
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yeah, i dont know how to make it go by itself at certain times like make it slowly change by itself

wintry silo
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code like me has the tutorial on day night cycles including changing cloud opacity.

plush yew
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ok cool, ill look it up

wintry silo
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i haven't added the day night cycling in my game yet, but i might do to make it more interesting.

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ok i got a problem, DWIG IS NOT VALID when trying to set the widget reference at Begin Play at the start of the game.

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so I will have to go into the parent BP to set the widget reference there I think. because trying to set it in the children is not allowing it but is blocking it.

hot anchor
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anyone here?

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need help

wintry silo
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i'm still getting the dwig widget reference error

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i don't know how to fix this problem.

native bough
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I am a beginner I didn't know how to make a vehicle whose I can change color adding logos, add custom accessories in game shop can some one guide me

wintry silo
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everything I've tried has not worked.

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how do I make Dwig become valid?
its invalid, this is why the reference is not working

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the reference remains valid for all the child pawns that walk into the dialog trigger, but soon as the commander walks in the trigger the reference turns invalid when the commander pawn tries to uses the dialog trigger..

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i don't know how to fix this. Because i never come across this kind of error before where the ref is valid for all other pawns but the commander.

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Gonna need someone experienced here with Widgets to tell me how to fix it, as I'm running out of ideas to try. The ref was working before for the Commander pawn before I had the Editor Crash.

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now the reference in the commander no longer works for the commander anymore. , but it works for all the other pawns which is weird..

light thunder
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so import settings? compute normals?

wintry silo
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But when I create a new widget in a new actor BP and try to get one of the other pawns to just walk in and pop up the widget up on the screen, all i get is reference errors coming from all the other pawns who try to use it . Something has gone wrong with the referencing when I had the crash.

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As when you get a OUT OF VIDEO MEMORY CRASH the engine just shuts down and crashes to desktop becaus there's no error trapping to allow you to save before exiting.

zinc shore
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why dose enable input not work in a standalone build but it dose in the editor

light thunder
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Still need to read up on it, it just makes me think, "show the outside or inside" and I don't think that's right -

wintry silo
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Dwig Widget Reference Is only Valid when all other party members use the widget but becomes invalid soon as the commander uses it.

How do you fix this problem? The widget is being created in the commander's bp.

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have I got the widget in the wrong BP

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how do I set the reference as Valid if its INVALID ??

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i can't use self as the ref

dire ingot
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what i am doing wrong here

wintry silo
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this only works for the pawns, but not for the commander, soon as the Commander uses the code, he goes to invalid branch !!!!

dire ingot
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oj

wintry silo
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and i can't figure out why hes reading all invalid on the code while all the other pawns are accepting the code and popping up the dialog widget..

dire ingot
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help

light thunder
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what am I doing wrong with this import? I can't keep flipping normals because it just moves the problem to the other side of the wheel -

wintry silo
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Dwig ACCESS NONE REF error that only pops up when commander uses it is coming from inside of the dialog update function.

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can someone tell me why my dialog widget dosen't exist when my commander tries to access it but for the other party members it exists !!!

wintry silo
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Can't understand why DialogMaster BP can't access the Widget Ref from the commander's BP. As that's where the widget is being created and the Dwig Reference to it is being set.

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But what is frustrating me is that the Variable that's giving the error turns VALID when another pawn other than my commander uses it

median hound
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show bp

wintry silo
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which BP ? Dialog Master BP or CH_Human BP TheCommander's BP where I set the widget and the Dwig Reference?

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it just dosen't work for the commander when I switch to his pawn, but it works for every other pawn I switch into.

uneven fractal
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Is there any way to read key presses from a widget that isn't focused?

wintry silo
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my widget aint even working for the commander, but it works for everybody else. Stll can't figure this mystery out.

median hound
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debug

wintry silo
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dunno how to with this kind of problem because its a complicated problem.

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because the ref works with the party pawns which are children of the commander, and the commander is the child of Third Person Char, so I got two layers of children.

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But the ref don't work with the commander as the widget is being created and set from inside his BP.

median hound
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add some valids and delays i solved some accesed errors doing that

wintry silo
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it doesn't work that way. You see if the ref is already invalid. the is valid node will halt the rest of the code from running until the ref problem that is causing the ref to be invalid has been fixed.

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so it does not resolve the problem. it just hides the errors and halts the code on the is not valid branch... and does nothing. because it can't continue on because the ref is not valid. Ifyou try to hook the is not valid branch to the code when its not valid, it will again pop up all the errors...

next nebula
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I have a collision at the wrist, that works fine, I also added a socket there, so thats fine aswell.
I then made this

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to reference an actor from another blueprint
my pickup rock and so afterwards I tried testing in vr
and I didnt get any compile errors
but when I let go of the object in my hand it did not go to the socket it shrunk in size by 2x and it was tracking my hand at the socket area but like 5 feet away from it
does anyone maybe know why this happens?

wintry silo
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i think you need Move Component also not just only attach actor to component.

next nebula
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move it how?

median hound
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anyone know how world war z added so much ai and it doesnt hurt your pc these beans hurt ur pc more

west phoenix
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@next nebula what if you don't keep the scale "relative"?

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because sockets are weird sometimes, you attach something to them and the mesh grows size 100x or something

next nebula
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so you want me to like

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snap to target?

next nebula
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I found my issue

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and it wasn't related to anything above at all

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All I need to know is how to check when Actor of class is overlapping something else

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for example the sphere collision

west phoenix
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well when the onOverlapBegin fires it's overlapping with something else

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i'm trying to process what you're trying to achieve here

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you have a hand with a collision sphere and you want to know if there's a rock actor within the collision sphere when you try to grab

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?

next nebula
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so heres the scoop

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I have a collision on my hand

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Ive been doing it wrong sorry

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and when the rock enters the collision, it snaps to a socket

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that I have pre placed

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like a wrist storage

west phoenix
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alriiight

next nebula
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my mind is spinning

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rn

west phoenix
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it happens πŸ˜„

next nebula
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do you know what Im trying to do haha

west phoenix
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you're trying to pick up a rock

next nebula
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and attach it to a socket

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thats on the hand

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if it sinside the colision

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wrist storage

west phoenix
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and it doesn't work?

next nebula
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no

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Im lost now

west phoenix
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when the rock overlaps with the sphere you attach to socket

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it should work

next nebula
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yeah but Im setting it up wrong

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and my mind doesnt let me fix it

west phoenix
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LOL

next nebula
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Im ready to give up

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😦

west phoenix
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never give up

next nebula
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Ive been on this for 3 days

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not 1% progress

west phoenix
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we all know that feeling

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the longer you're stuck the sweeter the triumph when you get something to work

next nebula
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yeah

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but I have no clue where to fix this

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there snothing online

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Ive been to page 7 of google

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yeah Im done

rich furnace
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not sure why its saying potentially offensive content lmao

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its just a crash log from ue4 ...

plush yew
wintry silo
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ok found out how to switch the different skeletons skins, but the animations only play idle but when I move skeleton there's no animations. How do we get the animations to work.

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when using set skeletal mesh to change the character skins.

patent cobalt
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@rich furnace you don't have the debug symbols installed, so the log is not very informative, but I can tell you the issue is linked to Blueprint Nativization

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It should go away if you turn it off

rich furnace
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@patent cobalt ah yes I am trying now with exclusive . if not i wil lturn it off

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got a question for y'all: when I add a video capture source the drop down is empty. I am using OBS virtual cam. anybody know why UE4 isn't detecting the virtual directshow webcams?

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dang packaging failed again....guess I can't use blueprint nativzation at all

wicked shale
#

If anyone can help me with using FABRIK with animations DM me please

wintry silo
#

how do we get the animation trees to work when switching different meshes on a character

patent cobalt
#

@wicked shale ask in #animation. FABRIK is pretty straightforward to use once you understand how it needs to be configured.

#

If you need an example I have made a tutorial using FABRIK to drive a skeletal mesh in VR.

wicked shale
#

@patent cobalt Thanks, I need help with disabling the alpha on FABRIK when using an animation

patent cobalt
#

@wicked shale ok that is a different need. You can simply create a float variable in your AnimBP called IsUsingFABRIK and connect it to all FABRIK nodes. Then set it to 0 when using animation and to 1 when using FABRIK.

wicked shale
#

for some reason it isnt working

patent cobalt
#

You can set it from your skeletal mesh BP using GetAnimInstance --> Cast to the specific Anim Instance class --> Set IsUsingFABRIK to 0 or 1

wicked shale
#

Ok thanks, I'll try that out

patent cobalt
#

Or share some screenshots of your code otherwise it is difficult to help you further

wicked shale
#

I've got it working now, I think it was because I linked the variable from the player bp to the animbp and was trying to change it in the animbp instead of in the player bp. Thanks for the help πŸ™‚

wintry silo
#

how do I resolve this It was all working before and then I HAD A SUDDEN VIDEO MEMORY CRASH... After the crash, the ref had turned bad for the Commander.
THis is what happens when I use the commander to try to open the widget. The Dialog Widget Ref becomes immediately invalid soon as the Commander tries to access it.But when the children pawns of the commander access it, NO None Access ERRORS and the dialog all works.

light wing
#

I have a proble
UE4 crashes when I start reproductin the editor

#

Then i create a folder, and a level whit the same names in this ubication, and now it crashes when i try to open the game in the editor

#

Someone pls help me :'c

native bough
#

I am a beginner I didn't know how to make a vehicle whose I can change color adding logos, add custom accessories in game shop can some one guide me...
Some one knows I continuously asking for 3 times

plush yew
#

@native bough sorry if no ones responding to you, what your asking is going to take forever to do its best to look at forums, tutorials, ect.

native bough
#

I try to find much on youtube but nothing I found about this.... That's why I am asking.... I don't know any specific term use for this.. If someone know pls tell me

plush yew
#

if your trying to change the color of a material use a widget and find something there but adding a logo/image to the material or object might be a little complicated

#

also if your looking for tutorials make sure its specific as in if you want your object to change colors look up how to change the materials color same goes with adding an image to an object and adding accessories

west phoenix
#

@native bough to change a color of a material in runtime you're going to need to Google vector parameters for materials and dynamic material instances

rich furnace
#

hey guys when I goto add a webcam like in the video I don't see it in the dropdown menu, its empty under video capture.....what gives? https://youtu.be/uSL7ggwm2yQ?t=69

Lockdown means I've been playing with these tools for family quiz/work meetings. A fair bit of it seems undocumented and someone requested a tutorial, so hopefully this helps someone!
I speed through the NDI bit, but most of their examples are well documented.
The example proj...

β–Ά Play video
plush yew
#

do console commands still work after packaged? or do i have to make nodes instead

wary wave
#

they mostly still work

plush yew
#

ok thanks

buoyant robin
#

hello πŸ™‚ I have some problems and I tried everything. Someone know how in UE match landscape to the race track ?

#

quick and nice

rotund scroll
#

I think that functionality only exists with landscape splines

honest vale
#

I think there are blueprint nodes that can do the same thing

wary wave
#

there are

civic igloo
#

Hey guys,
I am trying to Link Maya to UE4 live link. But in UE4, the Maya live link doesnt show up.
Any help pls. thanks πŸ™‚

rotund scroll
#

I think there are blueprint nodes that can do the same thing
@honest vale do tell which ones?

honest vale
#

search for them

#

I don't remember πŸ˜„

rotund scroll
#

I wouldn't know what to search for either in this case

honest vale
#

anything with landscape

#

or layer paint

#

no idea

fierce forge
#

hello, can somebody give me a tutorial for making a leg ik system ?

gentle charm
#

does anyone want to make a vr game

hazy widget
#

newbie question, how do you make a material have constant opacity even if they are overlapping like this?

vocal herald
#

How do I find out why Unreal Engine freezes?

gilded needle
#

@vocal herald The engine could be freezing for any number of reasons. It really depends on computer specs, what you are doing when it happens, when it freezes, etc. It would be difficult for anyone to assist with troubleshooting the issue without knowing your setup and size/scale of the project you are working on.

snow cosmos
#

Hi everyone I need a hand regarding the VARIANT MANAGER. Documentation suggests there should be an option for Selected Option when using the switch actor in the variant manager, this is seemingly not present as of 4.25. The element works as intended within the normal property inspector.
https://docs.unrealengine.com/en-US/Engine/Levels/Variants/SwitchActor/index.html

Is there a specific procedure which needs to occur for this to appear as a captured property in the variant manager?

Use the Switch Actor to quickly toggle visibility between mutually exclusive child Actors.

lusty carbon
#

can I have a separate Unreal build with GPU lightmass to work non destructively, and only bake certain scenes with the gpu baker and then copy over their .build data?
cause I still need the CPU lightmass for my main project

mellow flame
#

hello, I'm using a lerp to "setworldtransform" from A to B in a smooth way, but of course it will go from A to B in a linear trajectory. is there any way to make it a parable?

proven cradle
#

If I develop at Linux, will I be able to package for windows?

plush yew
#

@proven cradle i think so, i mean i dont see why not, ive never done it so im not sure but it should be the same for other devices

rocky radish
#

If I develop at Linux, will I be able to package for windows?
@proven cradle you will

#

you just wont be able to run that packaged windows build on linux

plush yew
#

cant you package if for both tho?

rocky radish
#

you can package to any other platform/OS no matter what OS you're developing the game on

proven cradle
#

Okay thanks

tawdry mesa
#

Hello. Does anyone else (besides me) have hard crash with new Substance Plugin update (4.25)? Had to disable manually in project file (set to "false"), otherwise can not start project at all. Anyone else with this? Solutions maybe?

plush yew
#

Hiii, im trying to render a 360 video using the panoramic capture. For some reason the frames that are rendered are from a weird perspective, like not the point where my camera/pawn is located, just a random point. I cant figure out why or how to change the point of view. Any ideas ? πŸ™‚

clear shard
#

I had to turn off Ray Tracing in 4.26 preview 7 to be able to open my test scene... u guys think fix will be ready soon?

smoky sonnet
#

hey i have 6 faces with different materials in blender but after my export i only have 3 so the face with the power button etc. disappears?

#

anyone know whats wrong?

honest vale
#

why are you using different materials for the faces?

#

just use one material and do a proper UV map

smoky sonnet
#

idk how this works

#

i have 4 pngs just thought this would be the best way

plush yew
#

how would you make an interior space in unreal without getting all kinds of collision issues?

#

do you model the whole thing in a 3d package?

shell surge
#

Hello, has anyone used the built-in photo studio ?

clear shard
#

@plush yew What kind of collision issues? You can turn collision off for desired object, and leave it on only for the important ones

plush yew
#

yeah but if you make a house where you wanna walk into

#

is the collision gonna be okay?

west phoenix
#

@plush yew you can generate the collision bounds inside your 3D modeling software and export them with the model itself

#

OR just open the mesh inside UE4 and start constructing the collision from cubes and other shapes

plush yew
#

i see, the collision I guess is pretty good in unreal

barren flume
clear shard
#

My workflow was to not auto generate collision when importing into UE4 but to manage it in 3D Max using UCX

west phoenix
#

@clear shard this is advisable, it's much faster and more reliant to create, even if UE4 decides to nuke the collision for some reason you still have it saved elsewhere

clear shard
#

Agree, especially if you make it in a separate layer and can easily toggle on/off.

ashen elk
#

Hello everyone, which is the best channel to ask for help in making a game ?

#

(I'm totally new to UE)

clear shard
#

@ashen elk Content creation > proper section depending what kind of help you need?

heavy storm
#

Is there a way to instance a group of objects in unreal engine?

patent cobalt
#

@ashen elk is it about learning UE4 from scratch?

#

There are few resources available

ashen elk
#

@clear shard I have an issue with the light of the sun

patent cobalt
#

Starting from the official documentation to the many tutorials on the Unreal Engine Academy

smoky sonnet
#

@plush yew i know how to unwrap but how can i have multiple textures in this uv editor /unwrapping window

#

because if i drag one more in it overrides my other

patent cobalt
#

@ashen elk then described the issue, what you tried already to fix it which didn't work as expected

smoky sonnet
#

is it called bake or smth to have all your textures in 1 image

#

do i need to do this manually?

#

like with photoshop adding every texture in to just have 1

ashen elk
#

@patent cobalt Basically when I look away from the sun the game slowly fades to black, so I tried deactivating the fog, modifying the global lighting, but it didn't work

patent cobalt
#

@ashen elk it is in your post-processing.

#

In editor or in game?

ashen elk
#

In game and in editor

clear shard
#

@ashen elk Put Post process volume in your scene if don't have one already, find exposure part and set 1 as Max and Min EV100

smoky sonnet
#

@plush yew ok

ashen elk
#

I'll do that and see if it fixes it, thanks !

patent cobalt
west phoenix
#

@smoky sonnet yes put all of your pictures into one image inside photoshop and then just map the UVs to the right location

frozen pond
brave hemlock
#

@frozen pond your issue is that on the ground you are experiencing ground friction so that your large launch impulse breaks it for a time and then your character slows down because of it. In the air, you have no more ground friction and instead you have air friction which is considerably less, so you end up launching at the same speed with larger distance. You can either check if you're in the air and reduce the launch amount or add air friction to try and do the same effect. I think reducing the launch amount would work better though for this case.

frozen pond
#

yeah i see but idk how to make it work as expected

#

and about is in air don't work cuz character i launched from ground

#

and then is getting into air state

barren flume
#

for some reason when I press play it set's resolution scale to 0% even when I set it to 100

#

just trying to test this out

brave hemlock
#

@frozen pond if you are launching from the ground to the air then you will need to add some air friction/resistance to get it to slow you down the same way. Otherwise, you will have to manually do something on a timer that will say if you are in the air apply a negative velocity to your current velocity to slow you down.

west phoenix
#

@barren flume you set the resolution scale with the SetResolutionScaleValue node or do you run a console command?

barren flume
#

I tried doing both

#

and even with the nodes removed it still automatically goes to 0%

#

I was messing with the sg. commands in the console commands

#

and set them all to 3 after I was done

west phoenix
#

r.ScreenPercentage 100

barren flume
#

there we go

#

thanks

ocean grove
#

I am trying to get a 3D dog model I downloaded off Turbo Squid to roam around my level. His movement is animated and I've dragged the skeleton into a blueprint to make a pawn, but whenever the model loads up half the body drops thru the floor and the rest flops around building up speed turning eventually turning into a blur.

#

The capsuleComponent only covers the front half of the body which seems to stay above the floor.

west phoenix
#

@ocean grove it sounds like you added the physics asset into the pawn instead of the actual skeletal mesh

#

or something along those lines

#

or your skeletal mesh has collision and/or physics enabled and they clash with the capsule component

distant jewel
#

That’s probably it.

radiant fable
#

hmm, latest 4.26 p7 is crashing when opening several projects. was fine 2 days ago.
are reports of this floating around/a fix being worked on?

distant jewel
#

@west phoenix do you think it’s an issue with my files? The files I’ve gotten off Turbo Squid are all skeletal meshes

west phoenix
#

@distant jewel no, you want them to be skeletal meshes

dawn gull
distant jewel
shell surge
distant jewel
#

The ones I’ve highlighted are my test files, so I don’t destroy the original

west phoenix
#

yup, the one with the purple/pink stripe is the skeletal mesh you want to add to your actor

viral veldt
#

This may be a dumb question, are console commands supposed to be used at runtime in a packaged game or are they primarily intended for debug and development?

west phoenix
#

both

#

i use console commands to travel between levels and to change graphics settings in the options menu

#

in the actual packaged game

distant jewel
#

Ahahahahah he’s no longer breakdancing into a tornado but now he’s crab walking around

#

Perpendicular to the capsule arrow

west phoenix
#

crab walking? πŸ˜„

#

strafing?

distant jewel
#

That’s the term! I had him facing the wrong way in the blueprint

west phoenix
#

hahaa it happens

plush yew
#

Has anyone else gotten this error when compiling with Visual studiO?

#
2>  c1xx: note: the system returned code 1455: The paging file is too small for this operation to complete.```
distant jewel
#

It ain’t pretty but it’s a start.

fiery sage
#

Hello. What is best way to replace camera anims? Matinee is depriciated, there is no direct support in sequencer. What are my options? Do skeletal mesh and animate in Maya?? I'm talking about additive camera animations in, for example when player gets damaged camera needs to back of slightly and similar animations.

plush yew
#

Hello guys, I’ve created a day cycle in Unreal Engine 4, how do I Add the possibility to sleep and select the time you can rest? Thx

#

Obv with the time change

west phoenix
#

@plush yew you tie the day/night cycle to a time variable that increments by itself slowly and when you go to sleep you increase it by the amount of time you want to sleep

plush yew
#

Oh i thought it was harder thx

light thunder
#

I bought it off a cgtrader I think and exported it from Maya to FBX

west phoenix
#

inverted normals

light thunder
#

Like I have to manually edit this thing? Or In imported wrong, or I exported wrong?

west phoenix
#

if you don't want to go around fixing the model you can probably just get away with opening your material in UE4, clicking the master node (the one where you plug your base color, metallic etc.) and ticking Two Sided on the left hand bar

light thunder
#

ugh, the purpose of paying money was so that I didn't have to relearn maya or blender

#

He didn't name anything either

west phoenix
#

πŸ˜•

light thunder
#

Thank you that seemed to work

frozen pond
#

guys i have problem with radial impulse: if player character is in radius then everything in radius fly away as expected, but if i'm not near it wont move

plush yew
#

wild guess: origin is player location not the grenades location πŸ™‚

#

also, may i ask where did you get the shockwave effect? looks cool

frozen pond
#

@plush yew nope, origin is on explosion

#

and your question: VFX Grenade Pack on marketplace

plush yew
#

thank you πŸ™‚

#

oh, its must've been a freebie sometime, because i have it on my vault... πŸ™‚

frozen pond
#

particle name: VFX_GrenadeEXP_air

plush yew
#

thanks πŸ™‚

cyan cargo
#

My physics handle is suppose to grab an object, and move it where the cursor is, but sometimes it jumps and sits away when I stop moving. Any solution to this?

fallow hornet
#

Any advice or general tips for working in Unreal through a VMWare? I am currently remoted into a workstation through Vmware horizon client.

shut glen
#

how could i make a floppy head?

remote mist
#

Anyone have any info on where I can find rocks for building things like caves and such?

shut glen
#

umm

#

sketchfab?

grim ore
#

@shut glen make the physics asset on the character floppy on the head part and simulate physics

shut glen
#

?

#

how

#

@grim ore

grim ore
#

which part of that?

shut glen
#

how can i make the physics asset floppy?

grim ore
#

@shut glen when you open up a skeletal mesh, the editor, at the top right is the physics assets tab. you can go in there and start adjusting the physics used for the body

shut glen
#

yeah

#

but like

#

how do i make it floppy?

frozen pond
grim ore
#

might have to show your code for the explosion

zinc shore
#

the default engine sky folders content has disappeared and has broke some of my projects that use it how can i fix this

shut glen
#

so @grim ore how can i make the floppy head ?

grim ore
#

@ebon linden if you are in the latest versions of the engine its a drop down with options

#

its only for testing in editor tho

frozen pond
grim ore
frozen pond
#

i have no idea why if it works only when there is character near

grim ore
#

this is on the grenade?

ocean gorge
#

Hello guys. Could anybody give me some insight?

frozen pond
#

granate is just projectile actor that on hit spawn this actor

#

on explosion event*

#

works fine if i'm near or any NPC is near

grim ore
#

yes

ocean gorge
#

Im triying to build a pawn controller for a mech bipedal, and, setting the rotation, the pitch, and the yawn, i get unwanted rolling in the first person camera.

#

Any ideas of how to fix this?

wintry silo
#

Anyone got any solutions? I tried almost everything but hasn't worked. Problem started with I had Out of video memory crash.

grim ore
#

@frozen pond if you put a charcter or npc in that area and fire it off, nothing actually working just the bp or mesh, does it explode like it should and move stuff? trying to guess if its the blueprint firing off it's own impulse for some reason

#

I assume the object types to affect in the radial force component are applying to the objects in the world

frozen pond
#

when i explode in zone where are only static meshes (physic gravity enables & movable) nothing happend, if i come near same place it explode as expected and works

wintry silo
#

What happened, is the widget no longer works with the Commander's pawn anymore I just get a whole bunch of non access errors, but the ref works with all the other pawns to use the widget. Was working for the Commander before I had the crash..

grim ore
#

you have to debug, on the no access pause it using breakpoints and see what the value is

frozen pond
#

thats werid, i added print string in explode and it wont trigger

wintry silo
#

So I can't understand why the ref works NOT for the commander but for only his children (the other pawns).

frozen pond
#

so bug is: custom event is firing only when i'm near

grim ore
#

what is the code before that, make sure its actually being called

frozen pond
#

yeah i'm f**** idiot

grim ore
#

ah

wintry silo
#

since I set the widget reference in the commander's Character BP. But the commander can't read the ref in his own blueprint no more. But the children can read it and it works fine forthem but not for the commander.. Really Weird behavior.

frozen pond
#

i got it on foor loop thats why

#

i moved it to completed and works fine now, thanks for helping with that lol

wintry silo
#

Dialog Master Actor Trigger BP only works now for the party pawns and not for the commander's pawn. I dunno how to resolve this.

#

something is wrong ever since I had the out of video memory crash.. Putting a new Create widget on event begin play won't pop open the widget and display it. So something has happened to the Event Begin play Execution line, its no longer popping open the widgets no more.

grim ore
#

is the blueprint broken perhaps? did you try and recompile it

wintry silo
#

I think it is broken.... because I can only pop open a widget now using a keypress in my commander's Character BP and can't user event begin play to open widgets no more, and can't use a custom event to try to open it because the execution line is no longer responding anymore to create widget which is very strange. .

#

now I will go into the other pawn BP and see if the widget responds from their BP's when I force it open with event begin play.

#

in each of the other pawns I had them creating the widget also, so that bypassed the commander's widget.
but if I disconnect their widget from the pawns in event begin play then it goes back again to the parent (commandder) and the widget won't open with the other pawns. now. Ah so a corrupt BP.

frozen pond
#

@grim ore do you have any patreon or something ?

lucid grove
#

Heya

frozen pond
#

@lucid grove is your sun direct under map ?

wintry silo
#

Third Person Character is the parent class of CH_Human (Commander's BP), and the other party members are all children of the CH_Human the Commander's BP). So I got TWO Layers of children. CH-Human BP has become corrupted. And theonloy way the children can override it isto disconnect the Eventbegin play from the parent and hook up the create widget to that. then the children canuse it, but not CH_Human.

lucid grove
#

@lucid grove is your sun direct under map ?
@frozen pond no, its not

nova kernel
#

Quick question,

Is there any way to edit the default height for the deform landscape to splines? Like if the Landscape is going too high and covering the spline?

lucid grove
wintry silo
#

I dont know how to fix a corrupt child that has got children attached to it

frozen pond
#

how it looks in unlit ?

lucid grove
frozen pond
#

don't look as shadow then

#

unlit don't render shadows

#

correct me if im wrong

wintry silo
#

What do you do if the commander's BP is corrupt and only the children work. but not the commander.

lucid grove
#

Yep, no shadows at all

frozen pond
#

i have feeling that this is something related to rotation of foliage

lucid grove
#

I have a feeling that material of that grass doing something

frozen pond
#

but not sure

#

yeah probably its 2 sided

lucid grove
#

interesting that its happens event at stopped editor

maiden sundial
#

Can anyone tell me how to export a skeleton mesh properly ?
Like when i do it i wont get the textures in Blender

frozen pond
#

place 2 foliage actors and check if you rotate 1 same will occur

wintry silo
#

you have to import the texturres into unreal engine.

maiden sundial
#

But i want to export it

nova kernel
#

Anyone? having no luck with google

wintry silo
#

try and export the skeleton out of unreal engine as a static mesh and see if that loads the textures in blender. I'm not sure if it does or not.

frozen pond
#

@nova kernel i think no, there is voxel and voxel worlds can do that

blazing pumice
#

Is there a node to stop a script from executing?

maiden sundial
nova kernel
#

see, its covering the roads, when i hit deform landscape to spline, there is no way to lower it?

frozen pond
#

only by sculp

wintry silo
#

blender is not loading the textures, they are missing, that's what the purple means.

nova kernel
#

CE user here, and in CE there was an option to edit it, so there has to be a way to do it on UE4

lucid grove
#

its a grass mesh

#

something with its material

frozen pond
#

@wintry silo ue4 textures aren't wont work in blender and oposite

wintry silo
#

Why is that, why does Blender or Unreal want to be a nuisance to make things difficult.

blazing pumice
#

I'm just trying to find out if UE4 has a blueprint node to end a script. Simple question I think

frozen pond
#

difrrent way to making matterials

#

like this is not only flat png file

#

@blazing pumice end script? you mean function or what?

blazing pumice
#

No. So in C# you had return; which stopped the rest of the script from running

wintry silo
#

alright, my commander's BP is corrupt, its not opening the widget no more. But the children of the commander opens it when I create the same widget in the child and override the parent. But the parent is corrupt so when I switch to the parent I get errors instead of opening the widget.

frozen pond
#

@blazing pumice if you using function yes there is return

blazing pumice
#

I'm not using a function

lucid grove
frozen pond
#

return exist but only in functions

blazing pumice
#

rip

digital anchor
#

@lucid grove id say parallax

frozen pond
#

@blazing pumice butttt

#

you may check: LE Extended Standard Library

#

it has function named task

blazing pumice
#

nah it's alright I'll just create a function. not too hard

lucid grove
#

@lucid grove id say parallax
@digital anchor gonna read about it.

#

thanks

frozen pond
#

worth checking anyway, its free and add few usefull nodes

wintry silo
#

What do I do now that I know my commander's BP is corrupt not opening up the widget. Can I just duplicate one of the children and put my commander in that and hide the corrupted parent mesh? What should be done if you can't do that.

frozen pond
#

what happend when you open that BP (corrupted)

#

also did you try "Fix Up Redirectors" ?

wintry silo
#

Well I put the same widget also in the children to override the corrputed parent, to allow the children to use thedialog system that works andI get no errors, its when I switch back to the Commander (the parent of the children) that the reference stops working. The widget won't open up in his own BP.

#

so the commander can't open it from his own bp. because its become corrupted.

frozen pond
#

show widget nodes plox

wintry silo
#

so the only way I could open it was to open it up from the children BP

#

here's what i done in the children BP's to bypass the problem with the commander's bp

#

so it works opening it up in the children BP but not in the commander's bp.

frozen pond
#

not sure but my idea is: in main BP create new variable and swap it with dwig 2 on screenshot

#

also one more thing

#

you showing dwig 2 but on error there is dwig

#

like 2 diffrent variables ?

wintry silo
#

i'll have a look hold on

frozen pond
#

yeah

#

@wintry silo validate get is on dwig

#

and you set dwig2

#

dwig never will be valid cuz you are setting dwig2

wintry silo
frozen pond
north stream
#

i deleted my mannequin on accident ( mesh+skeleton, material, textures folders)

#

anyway i can restore them ?

frozen pond
#

default ones or it was with content ?

north stream
#

i dont wanna retarget all the animations again

#

default one

wintry silo
#

owning player is a player controller ref not widget ref.

north stream
#

i tried CTRL+Z, but nothing

#

can i restore from backups ?

frozen pond
#

@north stream googled but not sure " Check out your project folder > Saved > Backup folder. There should be at least one copy of your BP in it."

north stream
#

i have the BP

#

i didnt delete it

#

only the skeletal mesh+textures+material folders

grim ore
#

make a newproject using that same template then migrate them out of that project into yours. you might get lucky

#

or restore from your latest source control push

wintry silo
#

does source control save assets?

north stream
#

migrate then, close-> open Unreal ?

grim ore
#

close your broken project and migrate out of the working one into the broken one

#

@wintry silo source control can save assets if you set it up to do that

wintry silo
#

that's good

#

okay so now I know my parent ref is gone bad, andi its good for only the children who override the parent to bypass it shoud l I just duplicate one of the children, turn it into my commander player and just hide the bad parent from out of view. For I don't know what else I can do with it.

north stream
#

is there a way to retarget anims without duplicate ?

#

omg i feel so stupid

icy egret
#

@north stream
If models have almost same skeleton, you just have to change skeletal mesh to retarget

#

BTW, does someone know how to change character BP in gameplay?

#

give me URL or solution please?

grim ore
#

spawn in a new character, unpossess current character, possess new character (using player controller)

maiden sundial
#

Is there any chance that i can get Raw FBX files from a marketplace content i own ?
So far i just see the option to include it to a project

kind dagger
#

holy crap @humble sun I saw your posts in #released
if you don't mind answering - how long have you worked with 3D, and are you able to make enough to live on with your assets sales?

icy egret
#

thx, I'll try it

grim ore
#

@maiden sundial you can right click on most assets in the content browser -> asset actions -> export but this isn't a guarateed 1:1 copy of the source asset. The person who made the asset would have to include it somewhere in the project

maiden sundial
#

That's what i thought :/
Sadly the export way isn't good enough. So it seems like i have to ask the creator ^^

north stream
#

i made a new skely mesh

#

it seams empty animation are retargeting without duplication

#

i just have to go into each folder and make sure all anims are retargeted

light thunder
#

wtf does import ALL mean? i'm bringing one thing in Unreal you stupid program

#

holy fuck i am so close to quitting

wintry silo
#

Matthew what's the best thing to do if the parent BP no longer works anymore but the children BP'S STILL WORK to override the parent, because the only thing left to me now is to try to duplicate one of the children and turn it into my commander since the parent BP no longer works anymore to allow me to open the dialog widget..

#

unreal engine has issues just like with any other engine, if you think unreal is bad, take a look at the problems with Godot with certain things and unreal will be just a walk in the park.

light thunder
#

looks great in unreal, took me all day to relearn how to do this

#

sorry, in blender

#

export with settings found on unreal docs

wintry silo
#

what are you trying to do ?

light thunder
#

that textures shows up like this

#

WTF is the point of an fbx if I have to manually apply every texture???

wintry silo
#

why it is all blue?

light thunder
#

why is the placard NOT there

#

tank

#

WHY does it work for some???

#

like my tires worked

wintry silo
#

Well yes in unreal engine sometimes you do have to manually import the textures for the model if the fbx don't import them in automatically. A nuisance, but I got used to it after a while as sometimes blender don't export out with the textures, oh and if you're using a material shader in blender,I don't think you can export that out with the FBX but properly have to bake it on the model first before exporting it..

light thunder
#

alright, how do I get this into unreal?

#

thank you for your time, i'm sorry I'm bitching so much

wintry silo
#

Like with Blender Hair, you can't export that out to fbx if its in particle emitter state, it has to be converted into mesh before exporting.

light thunder
#

it's just I'm covid positive and instead of being able to relax, i'm worried about building my simulator with the spare time this virus has giving me

wintry silo
#

the lord's scourge ah yes, I know all about it

light thunder
#

is this the right track?

wintry silo
#

Well seeing the texture show up is a good start.

light thunder
#

I've always had it get this, this 6 hour fucking time vampire was because just having the texture on a flat mesh, stuck out from the tank and didn't look good

wintry silo
#

and just plug that RSGB wire into the opacity. And then on the big brown material node change the shader to transparency.

#

Oh the texture has wrapped around the whole model.

light thunder
#

yes, I made two uv maps

#

whatever i did it works in blender

#

opacity isn't highlighted though

#

where is the transparency on paramter

wintry silo
#

The way around this is place a Square mesh on the end of your tank and put the tank sign texture on that. If its a to be a moving object you have to attach the mesh as a component to the static mesh and just move it into place.

#

it dosen't take six hours to texture a tank

#

a what? Ok. I'm doing a different kind of game with the engine.

light thunder
#

it doesn't if you don't know what you are doing

#

and i keep falling into the unexpected timesinks

#

i'm a firemedic, not a developer

#

what is wrong with this thing?

#

'

wintry silo
north stream
#

ok all animations are back, but there's something different

#

when i shoot an enemy, his mesh doesnt block my linetrace

wintry silo
#

you're doing fine. You have to choose the shader you want from the menu so it is similar to blender because whenyou import your textures you DO have to create a material from them if you want to texture the model.

light thunder
#

but it's still blank

wintry silo
#

Idirfe tt, check your collision settings on your mesh if you still remember the settings you had on them before the deletion had occured.

north stream
#

ya, it was set on block camera channel

wintry silo
#

ok

north stream
#

and line trace is camera channel

#

does enemy mesh has to have a physics skeleton ?

wintry silo
#

check the capsule colliison to see if its blocking the line trace.

plush yew
north stream
#

@wintry silo it does

wintry silo
#

i'm not sure what the settings are for the mesh for collisions to block projectiles but i thought you can use capsule collision.

#

your mesh needs to have a collision for the line trace to work.

light thunder
#

how do I export this from blender so it works so i can live

wintry silo
#

this shouldh't be hard to texture in unreal engine..

light thunder
#

I just want it to look like blendder

#

it's RIGHT HERE, like it's SO CLOSE

#

just export blender

#

just ready to go

#

but...it doesn't work

wintry silo
#

yeah this won't work in Unreal Engine because its a Blender shader Unless there is a way to bake the texture effects on the uv map in blender and then export it. But you should be able to load the model and just texture it in Unreal Engine and add the shiny material effects to it.

north stream
#

@wintry silo in my tutorial, the guy sets capsule collision to ignore camera/visibility

wintry silo
#

ok

north stream
#

and enemy mesh to block them

#

it worked yesterday

#

this way i can have headshot

#

if i hit the head bone

wintry silo
#

I had this type of trouble before with the Sword in my game when I upgraded the engine to a new version. The Sword Static Mesh Collision Stock dissapeared from it during the upgrade. I couldn't recover back the sword collision after that, it stopped the code from working....

north stream
#

i replaced the mesh in enemy BP, it's working now

#

i have headshots again

light thunder
#

@plush yew I get this, but how can I apply my texture to it in Unreal? i tried and it doesn't work

wintry silo
#

cool

north stream
#

thanks for moral support

#

XD

wintry silo
#

do you have the blend file, is the model avaliable to the public to download to see if we can texture it, whats the license on it?

light thunder
#

no, i paid 20 dollars I don't have for it

wintry silo
#

ok. fair enough.

light thunder
#

why didn't that texture sample node work

#

sorry I ran out of memory and had to reboot

#

everything is firing back up

wintry silo
#

just stick a plain white material texture on the tank, you should have that in your browsesr. If you want it wet and shiny, just add roughness Scalar parameter to the roughnesss and set it to 2 or 1.

light thunder
#

sorry for being negative - the covid isn't the worst i've ever felt, but it feels like the flu at least that's how it is hitting me

next nebula
#

Grieve Blakestr

#

Im sorry for annoying you lmfao

light thunder
#

you're good @next nebula you just caught me at a bad time, i'll reach out when i don't hate reality

next nebula
#

thanks

#

Im gonna ask my question here as of now

light thunder
#

@plush yew i tried that but I can't rest until i finish this last piece it is SO CLOSE

#

@next nebula you know there is a VR section here right? not as responsive but you might as well try

next nebula
#

yeah Ik

light thunder
#

@wintry silo how am I doing this again?

wintry silo
#

just find a white material Type Material in your browser to show all the mateirals

light thunder
wintry silo
light thunder
wintry silo
#

ok no you used the wrong texture for the tank, use a plain white texture for the tank. with the roughness setting

light thunder
#

but I mapped the tank's UV's to take that image

next nebula
wintry silo
#

For the sign, you will have to either place a cube onthe end of the tank and wrap the sign texture on that or in your blender program, map out around the shape to wrap the texture in in your uv map. So that Unreal Engine will know to assign a texture to that area. Otherwise Unreal will wrap the whole thing with the same material..

light thunder
#

I've got to find a way to combine them

#

but i did that in blender already

wintry silo
#

Show me the material slots in the model. How many material slots are there?

light thunder
#

I'll merge them down after I get this working

wintry silo
#

how many mateiral slots blender is using to texture this model.

light thunder
#

let me confirm

wintry silo
#

looks like there are around 11 different materials to texture this model.

light thunder
#

yeah they all come in

wintry silo
#

show me it in unreal engine so i can see the material slots of the model.

light thunder
#

and @plush yew the reason why I was in denial is that it imported in the tires i never did anything to it

#

god he named them horribly

wintry silo
#

Well it looks like it did import in unreal engine ok. It did texture it. So what is the trouble, missing the shine ?

light thunder
#

it doesn't put the texture on the back of the tank!

#

that's all i wnated

wintry silo
#

ok, click the back of the tank where the texture should be and does it highlight anything.

#

Second, in blender how did you put the texture on the back of the tank, did you use a 3d plane and put the texture on it?

light thunder
#

no I just unwraped the UV's and scaled them

#

but I did have two UV channels I think

wintry silo
#

Ok forget that, you can put your sign texture on a decal instead and just slap the decal on the back of the tank.

light thunder
#

but why won't this work? i did the right things

#

I have to know why it failed

wintry silo
#

turn your sign texture into a decal.

lusty pumice
#

Is there a way to duplicate a project without gaining less space on HD? I wanna make a night and day version of the same project.

wintry silo
#

then you can drag the decal on the back of the tank.

lusty pumice
#

I suppose I would have to make 2 maps or something I'm not sure

serene birch
#

it doesn't work well because game engines do not like to draw meshes with translucent parts in them

#

in fact they do not like translucent materials at all πŸ˜„

#

Lelma: you can use "lighting scenarios"

#

for a single map, you can bake different sets of lighting

lusty pumice
#

The thing is I wanna also change some items

serene birch
#

well, use a blueprint to hide some of the items you want depending on the scenario

lusty pumice
#

Dont want the completely identical version

#

Not hide just reaarange stuff

#

maybe even change most objects locations

#

the landscape would stay the same but I would want another map kind of

hardy jewel
#

whats the node at the bottom

light thunder
#

well closer

#

i guess deleting that other UV map helped a smidge?

hardy jewel
#

the one that compares nums

light thunder
#

how do you make it not clip and combine this with another simple material?

wintry silo
#

ok open up your sign texture in the mateirial editor

light thunder
wintry silo
#

Add in a texture coordinates node and attach that to UV's pin

#

and also may have to change the shader of the material node to transluceny

light thunder
#

it's so close

#

it only has to work ONCE

wintry silo
#

That should do it.

light thunder
#

blend mode transculenct right?

#

ugh, maybe not translucent

wintry silo
#

yes. Connect the A pin into the opacity.

light thunder
wintry silo
#

show us the screenshot of the sign texture

#

the material editor

light thunder
wintry silo
#

change from masked to opaque and see what that does.

light thunder
#

what am i missing here

#

that tga has an alpha channel

#

@plush yew what am I missing here?

wintry silo
#

Click on the texture that's in your unreal browser that you had imported click RIght Mouse a menu
will come up, mouse down to Asset Actions.. CLICK Bulk Property Matrix, and Change it to these settings

light thunder
#

it's SO FUCKING CLOSE

wintry silo
#

where did the tank dissapear to ?

light thunder
#

I dunno i am staring at the abyss

wintry silo
#

Get the white tank texture back. Ok for the sign you just need to scale up the sign to fit.

light thunder
#

i don't know what to change on property bulk matrix

wintry silo
#

i just changed mine to UI, and to User Interface. Because I was working with icons. But for Textures in world it might be a bit diff.
But to change the texture scaling, you change the texture coordinate values

light thunder
#

i'm done

#

thanks for trying your help, wish i hadn't lost so much over all this

wintry silo
#

umm did it fix it you still got to scale up the texture to fit it on the back of the tank.

This is what the texture should look like showing the transparency around the image.

#

that's whyI set it to UI and User Interface in Bulk Matrix Settings to force the Alpha To show.

light thunder
#

it's not going to work

#

this is the simulation where nothing works, they are seeing the limits of my sanity, it's literally a stress test

#

it's programmed to "not work" but it's battling against my moral sense of trying to save lives

wintry silo
#

no, get back the white texture back on the tank and just scale up the texture sign.

light thunder
#

I don't know how

wintry silo
light thunder
#

the tiling isn't going to fix it

#

I set it to not repeat in blender

#

i get that doesn't translate

#

just donj't know the setting in unreal uv

#

this kills the firefighter

#

that's clamped

wintry silo
#

Load this sign texture up into the GIMP and we will see if it really has an alpha texture or not.

light thunder
wintry silo
#

alright I will import this strange sign texture now into unreal and take a look at it.

light thunder
wintry silo
light thunder
#

the guy who walked me through it in blender told me it did, and I saw an alpha channel in photoshop

wintry silo
#

I changed its domain to UI

#

so I have the alpha showing in the browser as well.

light thunder
#

yeah

#

I reverted to an older blender version

#

err, copy of the file

#

instead it has another material element for the back of the tank

wintry silo
#

have you got a mask on it ?

light thunder
#

so i can avoid all of this fuckery

#

just need help with the tiling

wintry silo
#

ponkkis whats your settings for this strange texture, I get a glass window effect on the alpha.

light thunder
#

very close now

wintry silo
#

what about a decal ?

light thunder
#

this SHOULD work

#

I would know the reason why it's not, or I won't learn

merry bison
#

Hey guys, I'm thinking of starting to learn UE. Which tutorial would you recommend for newcomers? There's lots of tutorials out there but I'm thinking that someone here might perhaps point me to a real educational one.

light thunder
#

sigh

#

@plush yew the back section is it's own material slot now, NOT the whole tank like before

#

like, I LITERALLY save people's lives, I've done it, i don't want money or anything but could fucking karma cut me some slack here jesus fucking christ

#

but beyond the tiling, which I'm going to figure out now, that masked

wintry silo
#

the issue is the alpha is showing through the back of the tank instead of just showing the sign.

light thunder
#

not sure which opacity mask to us

wintry silo
#

turn it into a decal

light thunder
#

when i don't, I get all that grey shit on it

#

that doesn't explain why

merry bison
#

let someone who knows what to do to take temporary control over your machine to help u dude

light thunder
#

everytime i take it off opacity mask, it goes back to showing me the grey, like this

wintry silo
#

how do we male a decail. can't find it in material list

manic pawn
#

instead of opacity mask, you'll want to use a lerp node between the color from the image and your normal background color, based on the alpha of the image

light thunder
#

jesus thank you

manic pawn
#

to fix the wrap, just set the texture to use a clamp sampler

light thunder
#

let's see that makes sense, i've done this before lik3 years ago

manic pawn
#

yes

light thunder
manic pawn
#

plug it the other way around

#

your texture goes in B

light thunder
#

jesus thank you everyone @manic pawn @plush yew abd @wintry silo I've added you guys to my "people i need to thank years from now list"

#

I guess that's a scant tiling issue? blender let me clip it but I'm not sure the unreal equivalent

manic pawn
#

if your texture touches the edge that's how clamp looks

light thunder
#

so tweak the tiling settings in the material text node?

#

sorry, the textcoord node I mean

manic pawn
#

you'll just have to fix your texture

#

or uvs

light thunder
manic pawn
#

to use a clamp sampler you'll need to add more padding in the texture

#

so the border is fully transparent all around

light thunder
#

oh crap good point

#

should I just edit the image in photoshop and reimport into unreal?

#

bro I never get mad at anyone who donates time to help me

#

hate the engine not the engineers

#

err, something like that

wintry silo
#

well yes we do have a love hate rel with the engine. i have to figure out what to do with my bad parent BP.

#

the ref in the parent turned bad, but as long as the children override it don't affect them but it certainly affects the parent.

next nebula
#

This is written to snap an object when its inside a collision

#

when I teleport the object remains in its old position and doesnt follow me, leaving it floating behind

#

how can I keep it in the same position when I teleport?

#

VR btw

light thunder
#

you need to attach it though

#

it has to attach to some aspect of your pawn or controller

next nebula
#

so can I attach it to

#

maybe the default scene root?

#

or something?

light thunder
#

no, your motion controller

next nebula
#

thats not what I need

#

I have a belt

#

like a belt storage

light thunder
#

so wherever that is at

next nebula
#

yeah but...

#

wait

#

so like this maybe?

barren flume
#

I still keep getting these errors

light thunder
#

you need to make a socket on your belt

#

and pass that to the attach to component

#

can't remember if you need to weld simulated bodies

next nebula
#

Im in vr and I dont have a body

light thunder
#

but it is going to be the attachactor node

next nebula
#

yet at least

light thunder
#

are you using an interface for the grab?